Ambush and Khri Roundtimes on 01/12/2011 12:39 PM CST
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tl;dr There should be some point when the roundtimes of both Ambush and Khri become consistent and predictable in a way similar to hiding, stalking, searching, swinging a weapon, perceiving mana, etc, if there isn't already.

Ambush Stun has a 3-6 second RT, no matter what you're using to stun with. A successful Stun results in the same thing, for the same duration as far as I can tell, so why the range?
Use a greatsword or a even a halberd for Slash and sometimes get a 2(!) second RT, or use the lightest short sword in existence and there's a chance you'll be stuck in RT for up to 6(!!) seconds. Huh?
Ambush Sight takes 3-5 seconds, for no reason other than "because" as far as I can tell.
Screen can take anywhere from 5-8 seconds, whether you are engaged with 0 or 4 hidden or unhidden opponents, using the same single fistful of dirt as Sight.
Clout, 2-4 seconds. Why couldn't it be 3 seconds 100% of the time? What could possibly cause you to take twice or half as long to strike at the exact same targets neck with your hand?

Some of the ambush messaging indicates waiting or maneuvering for the perfect opportunity. Okay, maybe I can see that taking up a random amount of time. However, as the system currently stands, everyone, (sufficiently trained) can masterfully position themselves and completely surprise their target with any attack from hiding (save Throw) at no additional RT. This is the main reason the whole thing seems odd and unnecessary to me.

Khri having random RT's within a range is similarly baffling, even more-so due to their exclusively personal nature. Khri Focus still randomly costs me the same 3, 4, or 5 seconds at ~200 max Concentration as it did when I had ~50. There's no correlation between RT and currently available Concentration that I can see, either.
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Re: Ambush and Khri Roundtimes on 01/12/2011 02:02 PM CST
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I'd also like to throw in that the effect and duration of Khri seem to vary so little with improved concentration. Also, when you compare Khri to other guild boosts it seems that you can't use khri back-to-back but you can eventually through skill or stats stay boosted from magic or dances back-to-back.
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Re: Ambush and Khri Roundtimes on 01/12/2011 02:06 PM CST
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>>I'd also like to throw in that the effect and duration of Khri seem to vary so little with improved concentration. Also, when you compare Khri to other guild boosts it seems that you can't use khri back-to-back but you can eventually through skill or stats stay boosted from magic or dances back-to-back.

Magic: You have to worry about where you are (mana in the room), or the time (moon mages), to keep them up back to back.

Dances: Ehhh....yeah.


TG, TG, GL, et al.
Also: Moo.
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Re: Ambush and Khri Roundtimes on 01/12/2011 02:12 PM CST
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>>Magic: You have to worry about where you are (mana in the room), or the time (moon mages), to keep them up back to back.

True, but you can eventually get a much greater duration at the high end with magic vs Khri with similar stats. Hopefully this will be taken into account when Khri train magic skills, though I'm dreading that too.
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Re: Ambush and Khri Roundtimes on 01/12/2011 02:59 PM CST
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<<seems that you can't use khri back-to-back>>

It really depends on how you use your khri. If you are using so many khri you are getting your concentration down to almost 0 then of course you couldn't do them back to back with out a bit of help (this is still possible with the addition of the concentration refill khri). I personally can keep up some of the more useful khri indefinitely with the minimum 10 second downtime.

Downtime is all about how much concentration you have left when the khri ends.


Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Ambush and Khri Roundtimes on 01/12/2011 03:05 PM CST
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<<Also, when you compare Khri to other guild boosts it seems that you can't use khri back-to-back but you can eventually through skill or stats stay boosted from magic or dances back-to-back.
<<Downtime is all about how much concentration you have left when the khri ends.

Another comparison in magic is Bard enchantes/Cyclic spells. Downtime is all about how much mana you have left when the spell ends.

i.e. Resource management is key.

-Evran

"RAGE + TEAR + EYE + RESO + HARM + DRUM + MISD + PRIDE + Your choice of Cyclic + AoE stun/knockdown as needed without losing buffs = OMG! I just crapped my pants!" -Evran
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Re: Ambush and Khri Roundtimes on 01/12/2011 03:18 PM CST
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>>Downtime is all about how much concentration you have left when the khri ends.

Hmm. I didn't know that.


TG, TG, GL, et al.
Also: Moo.
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Re: Ambush and Khri Roundtimes on 01/12/2011 06:48 PM CST
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>>Downtime is all about how much concentration you have left when the khri ends.

True, I guess my point is that very few (and even less with proposed TDP plans) can/will be able to pull off back-to-back combo's like spar. Keeping a couple khri up is a totally different story.
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Re: Ambush and Khri Roundtimes on 01/12/2011 09:11 PM CST
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<<True, I guess my point is that very few (and even less with proposed TDP plans) can/will be able to pull off back-to-back combo's like spar. Keeping a couple khri up is a totally different story.>>

A mage that uses all of their mana can not keep spells up back-to-back either.


Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Ambush and Khri Roundtimes on 01/13/2011 06:14 AM CST
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Also a mage would probably kill to have the bonuses that SPAR provides, not to mention the other combos. Our Khri are pretty sweet so it stands to reason there should be some drawback. It is not even that much of a drawback once you can manage to put more and more up, and when you have Sagacity it gets even better!

At the moment the main problem/difference is that mages get better at spells using skills (PM,Harness etc) whereas our Khri are solely powered by stats. In theory a mage could train magic skills to be capping those spells without circling (once they have the circle for said spells), but a Thief would have to circle to firstly gain the required Khri, and to get the stats in order to power them.

I think magic 3.0 will go some way to addressing this issue since spells will be scaled to higher ranks, and I would imagine the same will apply to Khri, with our new 'magic' skill being used. Since we haven't had much word on the matter though it is kind of hard to say...
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